Jump to content

Marvin M

New Members
  • Posts

    4
  • Joined

  • Last visited

Everything posted by Marvin M

  1. There's a comment in code of aim-120 explain the radarTimeout . You may find this in "GameData/BDArmory/Parts/aim-120/amraam.cfg" radarTimeout = 5 //timelimit without a detected target before Active Radar guidance fails and LOAL could not lock a target (default is 5). As for the G limit, I have the same question, and I've got some clue. In"BDArmory/BDArmory/Weapons/Missiles/MissileLaunchParams.cs": if ((Vector3.Dot(vectorToTarget, missileFwd) < 0.965f) || ((!surfaceLaunch) && (missile.GetWeaponClass() != WeaponClasses.SLW) && (ml.guidanceActive))) // Only evaluate missile turning ability if the target is outside ~15 deg cone, or isn't a torpedo and has guidance { // Rough range estimate of max missile G in a turn after launch, the following code is quite janky but works decently well in practice float maxEstimatedGForce = Mathf.Max(bodyGravity * ml.maxTorque, 15f); // Rough estimate of max G based on missile torque, use minimum of 15G to prevent some VLS parts from not working if (ml.aero && inAtmo) // If missile has aerodynamics, modify G force by AoA limit { maxEstimatedGForce *= Mathf.Sin(ml.maxAoA * Mathf.Deg2Rad); } ...... Since I am not a programmer at all, so it's all my stupid understanding to the code below: It seems that missiles have a estimated G force that up to maxTorque, and minimum ESTIMATED G force of 15G, which will multiply by a factor(0 to 1) of Sin(maxAoA). The part I am not sure about is bodyGravity, which defined as float bodyGravity = (float)PhysicsGlobals.GravitationalAcceleration * (float)missile.vessel.orbit.referenceBody.GeeASL; // Set gravity for calculations; In this case bodyGravity shall be 9.81m/s2(is it?), and the G force of missile, for example the Aim-120, would be 9.81*60≈540G...which might not be a reliable number for me. 60G seems more realistic for me.
  2. Not sure how you increase the locking distance, but I think add a line of code: maxRayDistance = 50000 to targetingCam.cfg would do some help(at least it works for me), where to add is shown below. MODULE { name = ModuleTargetingCamera cameraTransformName = camTransform eyeHolderTransformName = eyeHolderTransform zoomFOVs = 40,15,3,1,0.2 gimbalLimit = 120 maxRayDistance = 50000 } You can edit the number as you wish, 50000 means 50km, BUT this may cause unpredicted problems since developers had defined this in somewhere of source code instead of cfg file...
  3. About the targeting camera jitter, I have uploaded video and log of the game, when the camera is... let's say jittering . Hope this would help figure out why. https://drive.google.com/drive/folders/1Yp8RJYtc6Cj01shfKNlDt0MiG0F7YbDN?usp=sharing
  4. Hi, I have the jitter issue too. And I find that in 1.6.9 change log, targeting camera(s) have been adjust the ability of tracking moving objects, that might be the cause of the jitter? Since cameras work well in 1.6.8 I am confuse about inertial guidance too, not only phoenix, the swordfish torpedo in BDAe works like a un-guidance torpedo. And the phoenix should have a "aamloft" ballistic, but seems not working for now.
×
×
  • Create New...